                   Installing wxWidgets for Windows
                   --------------------------------

This is wxWidgets for Microsoft Windows 9x/ME, Windows NT
and later (2000, XP, Vista, 7, 8, etc) including both 32 bit and 64
bit versions.


Table of Contents:
 - Installation
 - Building wxWidgets
 - Configuring the Build
 - Building Applications Using wxWidgets


Installation
============

If you are using one of the supported compilers, you can download the
pre-built in binaries from

    https://sourceforge.net/projects/wxwindows/files/3.0.0/binaries/

or

             ftp://ftp.wxwidgets.org/pub/3.0.0/binaries/

In this case, just uncompress the binaries archive under any directory
and skip to "Building Applications Using wxWidgets" part.

Otherwise, or if you want to build a configuration of the library
different from the default one, you need to build the library from
sources before using it.

The first step, which you may have already performed, unless you are
reading this file online, is to download the source archive and
uncompress it in any directory. It is strongly advised to avoid using
spaces in the name of this directory, i.e. notably do *not* choose a
location under "C:\Program Files", as this risks creating problems
with makefiles and other command-line tools.

After choosing the directory location, please define WXWIN environment
variable containing the full path to this directory. While this is not
actually required, this makes using the library more convenient and
this environment variable is used in the examples below.

NB: If you checked your sources from version control repository and
    didn't obtain them from a release file, you also need to copy
    include/wx/msw/setup0.h to include/wx/msw/setup.h.


Building wxWidgets
==================

The following sections explain how to compile wxWidgets with each supported
compiler, see the "Building Applications" section about the instructions for
building your application using wxWidgets.

All makefiles and project are located in build\msw directory.

Microsoft Visual C++ Compilation
----------------------------------------------------------------

* From command line using the provided makefiles:

0. Open a "Visual Studio Command Prompt" window shortcut to which
   must have been installed to the "Start" menu or the "Start" screen
   by MSVS installation.

1. Change directory to %WXWIN%\build\msw and type

        > nmake /f makefile.vc

   to build wxWidgets in the default debug configuration as a static
   library. You can also do

        > nmake /f makefile.vc BUILD=release

   to build a release version or

        > nmake /f makefile.vc BUILD=release SHARED=1

   to build a release DLL version. Finally, you can also add
   "TARGET_CPU=X64" to nmake command line to build Win64 versions
   (this only works if you are using a 64 bit compiler, of course).

   See "Configuring the Build" for more information about the
   additional parameters that can be specified on the command line.

2. To verify your build, change the directory to samples\minimal and
   run the same nmake command (with the same parameters there), this
   should create a working minimal wxWidgets sample.

3. If you need to rebuild, use "clean" target first or "nmake /a".


* From the IDE using the provided project files:

Ready to use project files are provided for VC++ versions 6, 7, 8, 9
and 10 (also known as MSVS 6, 2003, 2005, 2008 and 2010 respectively).
For VC++ 11 (2012, respectively), you need to import the existing VC10
project files into VC11 IDE first.

Simply open wx_vcN.sln (for N=7, 8, 9 or 10) or wx.dsw (for VC6) file,
select the appropriate configuration (Debug or Release, static or DLL)
and build the solution. Notice that when building a DLL configuration,
you may need to perform the build several times because the projects
are not always built in the correct order, and this may result in link
errors. Simply do the build again, up to 3 times, to fix this.

Notice that x64 configurations are only included in VC10 project
currently. If you want to build Win64 libraries with the previous
compiler versions, the simplest solution is to use the makefiles as
described above.


Cygwin/MinGW Compilation
----------------------------------------------------------------

wxWidgets supports Cygwin, MinGW, MinGW-w64 and TDM-GCC tool chains under
Windows. They can be downloaded from:

    http://www.cygwin.com/
    http://www.mingw.org/
    http://mingw-w64.sourceforge.net/
    http://tdm-gcc.tdragon.net/

respectively. Please retrieve and install the latest version of your preferred
tool chain by following the instructions provided by these packages. Notice
that Cygwin includes both native Cygwin compiler, which produces binaries that
require Cygwin during run-time, and MinGW[-w64] cross-compilers which can still
be used in Cygwin environment themselves but produce plain Windows binaries
without any special run-time requirements. You will probably want to use the
latter for developing your applications.

If using MinGW, you can download the add-on MSYS package to provide Unix-like
tools that you'll need to build wxWidgets using configure.

C++11 note: If you want to compile wxWidgets in C++11 mode, you currently have
            to use -std=gnu++11 switch as -std=c++11 disables some extensions
            that wxWidgets relies on. I.e. please use CXXFLAGS="-std=gnu++11".

All of these tool chains can be used either with Unix-like configure+make build
process (preferred) or with the provided makefile.gcc makefiles without using
configure:

* Using configure

This method works in exactly the same way as under Unix systems,
including OS X, and requires a Unix-like environment to work, i.e.
either MSYS or Cygwin.

0. Open MSYS or Cygwin shell prompt.

1. Create a build directory: it is is strongly recommended to not
   build the library in the directory containing the sources ($WXWIN)
   but to create a separate build directory instead. The build
   directory can be placed anywhere (using the fastest available disk
   may be a good idea), but in this example we create it as a
   subdirectory of the source one:

        $ cd $WXWIN
        $ mkdir build-debug

2. Run configure passing it any of the options shown by "configure
   --help". Notice that configure builds shared libraries by default,
   use --disable-shared to build static ones. For example:

        $ ../configure --enable-debug

3. Build the library:

        $ make

4. Test the library build by building the minimal sample:

        $ cd samples/minimal
        $ make

5. Optionally install the library in a global location

        $ make install

   Notice that there is not much benefice to installing under Windows
   so this step can usually be omitted.


* Using plain makefiles:

NOTE: The makefile.gcc makefiles are for compilation under MinGW using
      Windows command interpreter (command.com/cmd.exe), they won't work
      if you use Unix shell, as is the case with MSYS. Follow the instructions
      for using configure above instead if you prefer to use Unix shell.

0. Open DOS command line window (cmd.exe, *not* Bash sh.exe).

1. Change directory to %WXWIN%\build\msw and type

        > mingw32-make -f makefile.gcc

   to build wxWidgets in the default debug configuration as a static
   library. Add "BUILD=release" and/or "SHARED=1" to build the library
   in release configuration and/or as a shared library instead of the
   default static one.

2. To verify your build, change the directory to samples\minimal and
   run the same mingw32-make command (with the same parameters there),
   this should create a working minimal wxWidgets sample.

3. If you need to rebuild, use "clean" target first.




Borland C++ Compilation
----------------------------------------------------------------

WARNING: Borland instructions are out of date, please send us your
         corrections if you are using it with wxWidgets 3.0.

The minimum version required is 5.5 (last version supported by BC++ 5.0 was
2.4.2), which can be downloaded for free from:
http://www.borland.com/products/downloads/download_cbuilder.html

We have found that the free Turbo Explorer and commercial BDS work fine; the
debugger is very good. To avoid linker errors you will need to add
-DSHARED=1 to the makefile line for the library

The version 5.6 included in Borland C++ Builder 2006 works as well after the
following small change: please remove the test for __WINDOWS__ from line 88
of the file BCCDIR\include\stl\_threads.h.

Compiling using the makefiles:

1. Change directory to build\msw. Type 'make -f makefile.bcc' to
   make the wxWidgets core library. Ignore the compiler warnings.
   This produces a couple of libraries in the lib\bcc_lib directory.

2. Change directory to a sample or demo such as samples\minimal, and type
  'make -f makefile.bcc'. This produces a windows exe file - by default
   in the bcc_mswd subdirectory.

Note (1): the wxWidgets makefiles assume dword structure alignment. Please
make sure that your own project or makefile settings use the
same alignment, or you could experience mysterious crashes. To
change the alignment, change CPPFLAGS in build\msw\config.bcc.

Note (2): If you wish debug messages to be sent to the console in
debug mode, edit makefile.bcc and change /aa to /Tpe in link commands.

Using the Debugger and IDE in BDS or Turbo Explorer
---------------------------------------------------

Doubleclick / open samples\minimal\borland.bdsproj. The current version
is to be used with a dynamic build of wxWidgets-made by running
make -f Makefile.bcc -DBUILD=debug -DSHARED=1
in wxWidgets\build\msw. You also need the wxWidgets\lib\bcc_dll
directory in your PATH. The debugger tracks your source and also
traces into the wxWidgets sources.

To use this to debug other samples, copy the borland_ide.cpp
and borland.bdsproj files, then replace all occurrences of
"minimal" with the name of the new project files

Compilation succeeds with CBuilderX personal edition and CBuilder6, but
you may have to copy make.exe from the 5.5 download to the new bin directory.

Compiling using the IDE files for Borland C++ 5.0 and using CBuilder IDE
(v1-v6): not supported


** REMEMBER **
In all of your wxWidgets applications, your source code should include
the following preprocessor directive:

#ifdef __BORLANDC__
#pragma hdrstop
#endif

(check the samples -- e.g., \wx2\samples\minimal\minimal.cpp -- for
more details)



Configuring the Build
================================================================

NOTE: If you use configure to build the library with Cygwin/MinGW, the
      contents of this section does not apply, just pass the arguments
      to configure directly in this case.

Library configuration
----------------------------------------------------------------

While it is never necessary to do it, you may want to change some of
the options in the include/wx/msw/setup.h file before building wxWidgets.
This file is heavily commented, please read it and enable or disable
the features you would like to compile wxWidgets with[out].

Notice that this file is later copied into a directory under lib for
each of the build configurations which allows to have different
build options for different configurations too if you edit any
configuration-specific file.


Makefile parameters
----------------------------------------------------------------

When building using makefiles, you can specify many build settings
(unlike when using the project files where you are limited to choosing
just the configuration and platform). This can be done either by
passing the values as arguments when invoking make or by editing
build\msw\config.$(compiler) file where $(compiler) is same extension
as the makefile you use has (see below). The latter is good for
setting options that never change in your development process (e.g.
GCC_VERSION or VENDOR). If you want to build several versions of
wxWidgets and use them side by side, the former method is better.
Settings in config.* files are shared by all makefiles (including the
samples), but if you pass the options as arguments, you must use same
arguments you used for the library when building samples!

For example, to build the library in release mode you can either
change the "BUILD" variable definition in build\msw\config.$(compiler)
or use

        > nmake -f makefile.vc BUILD=debug
        > mingw32-make -f makefile.gcc BUILD=debug

depending on the compiler used.

The full list of the build settings follows:

BUILD=release
  Builds release version of the library. It differs from default 'debug' in
  lack of appended 'd' in name of library and uses the release CRT libraries
  instead of debug ones. Notice that even release builds do include debug
  information by default, see DEBUG_FLAG for more information about it.

SHARED=1
  Build shared libraries (DLLs). By default, DLLs are not built
  (SHARED=0).

UNICODE=0
  To completely disable Unicode support (default is UNICODE=1). It should not
  be necessary to do this unless, perhaps, you still wish to target Win9x
  systems and can't use MSLU (which requires MSLU=1) for some reason.

  This option affect name of the library ('u' is appended in the default
  Unicode build) and the directory where the library and setup.h are stored
  (ditto).

WXUNIV=1
  Build wxUniversal instead of native wxMSW (see
  http://www.wxwidgets.org/wxuniv.htm for more information).

MONOLITHIC=1
  Starting with version 2.5.1, wxWidgets has the ability to be built as
  several smaller libraries instead of single big one as used to be the case
  in 2.4 and older versions. This is called "multilib build" and is the
  default behaviour of makefiles. You can still build single library
  ("monolithic build") by setting MONOLITHIC variable to 1.

USE_GUI=0
  Disable building GUI parts of the library, build only wxBase components used
  by console applications. Note that if you leave USE_GUI=1 then both wxBase
  and GUI libraries are built.

USE_$(LIBRARY)=0
  Do not build the corresponding library (all libraries are built by
  default). Library which can be disabled in this way are: AUI, HTML,
  MEDIA, GL (the option name is USE_OPENGL for this one), PROPGRID,
  QA, RIBBON, RICHTEXT, STC, WEBVIEW, XRC.

RUNTIME_LIBS=static
  Links static version of C and C++ runtime libraries into the executable, so
  that the program does not depend on DLLs provided with the compiler (e.g.
  Visual C++'s msvcrt.dll or Borland's cc3250mt.dll).
  Caution: Do not use static runtime libraries when building DLL (SHARED=1)!

MSLU=1
  Enables MSLU (Microsoft Layer for Unicode). This setting makes sense only if
  used together with UNICODE=1. If you want to be able to use Unicode version
  on Windows9x, you will need MSLU (Microsoft Layer for Unicode) runtime DLL
  and import lib.  The former can be downloaded from Microsoft, the latter is
  part of the latest Platform SDK from Microsoft (see msdn.microsoft.com for
  details). An alternative implementation of import library can be downloaded
  from http://libunicows.sourceforge.net - unlike the official one, this one
  works with other compilers and does not require 300+ MB Platform SDK update.

DEBUG_FLAG=0
DEBUG_FLAG=1
DEBUG_FLAG=2
  Specifies the level of debug support in wxWidgets. Notice that
  this is independent from both BUILD and DEBUG_INFO options. By default
  always set to 1 meaning that debug support is enabled: asserts are compiled
  into the code (they are inactive by default in release builds of the
  application but can be enabled), wxLogDebug() and wxLogTrace() are available
  and __WXDEBUG__ is defined. Setting it to 0 completely disables all
  debugging code in wxWidgets while setting it to 2 enables even the time
  consuming assertions and checks which are deemed to be unsuitable for
  production environment.

DEBUG_INFO=0
DEBUG_INFO=1
  This option affects whether debugging information is generated. If
  omitted or set to 'default' its value is determined the value of
  the BUILD option.

DEBUG_RUNTIME_LIBS=0
DEBUG_RUNTIME_LIBS=1
  (VC++ only.) If set to 1, msvcrtd.dll is used, if to 0, msvcrt.dll
  is used. By default msvcrtd.dll is used only if the executable
  contains debug info and msvcrt.dll if it doesn't. It is sometimes
  desirable to build with debug info and still link against msvcrt.dll
  (e.g. when you want to ship the app to customers and still have
  usable .pdb files with debug information) and this setting makes it
  possible.

TARGET_CPU=X64|IA64
  (VC++ only.) Set this variable to build for x86_64 systems. If unset, x86
  build is performed.

VENDOR=<your company name>
  Set this to a short string identifying your company if you are planning to
  distribute wxWidgets DLLs with your application. Default value is 'custom'.
  This string is included as part of DLL name. wxWidgets DLLs contain compiler
  name, version information and vendor name in them. For example
  wxmsw300_core_vc_custom.dll is one of DLLs build using Visual C++ with
  default settings. If you set VENDOR=mycorp, the name will change to
  wxmsw300_core_vc_mycorp.dll.

CFG=<configuration name>
  Sets configuration name so that you can have multiple wxWidgets builds with
  different setup.h settings coexisting in same tree. The value of
  this option is appended to the build directories names. This is
  useful for building the library in some non-default configuration,
  e.g. you could change wxUSE_STL to 1 in include/wx/msw/setup.h and
  then build with "CFG=-stl". Alternatively, you could build with e.g.
  "RUNTIME_LIBS=static CFG=-mt" when using MSVC.

COMPILER_PREFIX=<string>
  If you build with multiple versions of the same compiler, you can put
  their outputs into directories like "vc6_lib", "vc8_lib" etc. instead of
  "vc_lib" by setting this variable to e.g. "vc6". This is merely a
  convenience variable, you can achieve the same effect (but different 
  directory names) with the CFG option.

CFLAGS
CXXFLAGS
CPPFLAGS
LDFLAGS
  Additional flags to be used with C compiler, C++ compiler, C
  preprocessor (used for both C and C++ compilation) and linker,
  respectively.



Building Applications Using wxWidgets
=====================================

NB: The makefiles and project files provided with wxWidgets samples show which
    flags should be used when building applications using wxWidgets so in case
    of a problem, e.g. if the instructions here are out of date, you can always
    simply copy a makefile or project file from samples\minimal or some other
    sample and adapt it to your application.

Independently of the compiler and make/IDE you are using you must do the
following to use wxWidgets:

* Add $WXWIN/include to the
  - compiler
  - resource compiler
  include paths.
* Define the following symbols for the preprocessor:
  - __WXMSW__ to ensure you use the correct wxWidgets port.
  - _UNICODE unless you want to use deprecated ANSI build of wxWidgets.
  - NDEBUG if you want to build in release mode, i.e. disable asserts.
  - WXUSINGDLL if you are using DLL build of wxWidgets.
* If using MSVC 6 or 7 only (i.e. not for later versions), also define
  wxUSE_RC_MANIFEST=1 and WX_CPU_X86.
* Add $WXWIN/lib/prefix_lib-or-dll to the libraries path. The prefix depends
  on the compiler, by default it is "vc" for MSVC, "gcc" for g++ and so on.
* Add the list of libraries to link with to the linker input. The exact list
  depends on which libraries you use and whether you built wxWidgets in
  monolithic or default multlib mode and basically should include all the
  relevant libraries from the directory above, e.g. "wxmsw30ud_core.lib
  wxbase30ud.lib wxtiffd.lib wxjpegd.lib wxpngd.lib wxzlibd.lib wxregexud.lib
  wxexpatd.lib" for a debug build of an application using the core library only
  (all wxWidgets applications use the base library).


Microsoft Visual C++ users can simplify the linker setup by prepending the
directory $WXWIN/msvc to the include path (it must come before $WXWIN/include
directory!) and omitting the last step: the required libraries will be linked
in automatically using the "#pragma comment(lib)" feature of this compiler.
